# 7/helloQuad_FAN 绘飘带
[!tip] g1.TRIANGLE FAN 一系列三角形组成的类似于扇形的图形。前三个点构成了第1 个三角形,接下来的一个点和前一个三角形的最后一条边组 成接下来的一个三角形。这些三角形被绘制在(v0, v1, v2)、 (v0, v2, v3)、(v0, v3, v4) ………处
/**
* Create a program object and make current
* @param gl GL context
* @param vshader a vertex shader program (string)
* @param fshader a fragment shader program (string)
* @return true, if the program object was created and successfully made current
*/
function initShaders(gl, vshader, fshader) {
var program = createProgram(gl, vshader, fshader);
if (!program) {
console.log('Failed to create program');
return false;
}
gl.useProgram(program);
gl.program = program;
return true;
}
/**
* Create the linked program object
* @param gl GL context
* @param vshader a vertex shader program (string)
* @param fshader a fragment shader program (string)
* @return created program object, or null if the creation has failed
*/
function createProgram(gl, vshader, fshader) {
// Create shader object
var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
if (!vertexShader || !fragmentShader) {
return null;
}
// Create a program object
var program = gl.createProgram();
if (!program) {
return null;
}
// Attach the shader objects
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
// Link the program object
gl.linkProgram(program);
// Check the result of linking
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
var error = gl.getProgramInfoLog(program);
console.log('Failed to link program: ' + error);
gl.deleteProgram(program);
gl.deleteShader(fragmentShader);
gl.deleteShader(vertexShader);
return null;
}
return program;
}
/**
* Create a shader object
* @param gl GL context
* @param type the type of the shader object to be created
* @param source shader program (string)
* @return created shader object, or null if the creation has failed.
*/
function loadShader(gl, type, source) {
// Create shader object
var shader = gl.createShader(type);
if (shader == null) {
console.log('unable to create shader');
return null;
}
// Set the shader program
gl.shaderSource(shader, source);
// Compile the shader
gl.compileShader(shader);
// Check the result of compilation
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
var error = gl.getShaderInfoLog(shader);
console.log('Failed to compile shader: ' + error);
gl.deleteShader(shader);
return null;
}
return shader;
}
function initWebGL(canvas) {
const dpr = window.devicePixelRatio || 1;
console.log(dpr);
canvas.width = 400 * dpr;
canvas.height = 400 * dpr;
canvas.style.width = '400px';
canvas.style.height = '400px'
const gl = canvas.getContext('webgl');
if (!gl) {
console.error('Failed to get WebGL context');
return null;
}
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 1);
return gl;
}
window.onload = function(){
/*
着色器是申明attribute变量
attribute变量赋值给gl_Position
向attribute变量传递变量
*/
//顶点着色器程序
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n'+
'void main(){\n'+
' gl_Position = a_Position;\n'+
'}\n';
// //片元着色器
var FSHADER_SOURCE =
'void main(){\n'+
' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n'+
'}\n';
var canvas = document.getElementById('webgl')
var gl = initWebGL(canvas)
if(!gl){
console.log('Failed to get thd rendering context for webgl')
return;
}
//初始着色器
if(!initShaders(gl,VSHADER_SOURCE,FSHADER_SOURCE)){
console.log('failed to initialize shaders')
return;
}
//设置顶点位置
var n = initVertexBuffers(gl)
if(n<0){
console.log('failed to set the position of the vertices')
return;
}
//设置<canvas>背景色
gl.clearColor(0.0,0.0,0.0,1.0);
// //清空<canvas>
gl.clear(gl.COLOR_BUFFER_BIT)
// //绘制三角形
// gl.drawArrays(gl.TRIANGLES,0,n)
// gl.drawArrays(gl.LINE,0,n)
// gl.drawArrays(gl.LINE_STRIP,0,n)
gl.drawArrays(gl.TRIANGLE_FAN,0,n)
/*
使用缓冲区对象向顶点着色器传入多个顶点的数据 五步骤
1.创建缓冲区对象 (gl.createBuffer())。
2.绑定缓冲区对象(gl.bindBuffer())。
3.将数据写人缓冲区对象(gl.bufferData())。
4.将缓冲区对象分配给一个attribute变量(gl.vertexAttribPointer())
5.开启attribute变量(gl.enableVertexAttribArray())。*/
function initVertexBuffers(gl){
var vertices = new Float32Array([
-0.5,0.5,0.5,0.5,-0.5,-0.5,0.5,-0.5
])
var n = 4;
//1创建缓存区对象
var vertexBuffer = gl.createBuffer();
if(!vertexBuffer){
console.log('failed to create the buffer object');
return -1;
}
//2将缓存区对象绑定到目标。这个“目标”表示缓冲区对象的用途(在这里,就是向顶点着色器提供传给attribute变量的数据),这样WebGL才能够正确处理其中的内容。
//gl.ARRAY_BUFFER表示缓冲区对象中包含了顶点的索引值
gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer)
//3向缓存区对象中写入数据
//该方法的效果是,将第2个参数vertices中的数据写入了绑定到第1个参数gl.ARRAY_BUFFER上的缓冲区对象。
//我们不能直接向缓冲区写入数据,而只能向“目标"写人数据,所以要向缓冲区写数据,必须先绑定。
gl.bufferData(gl.ARRAY_BUFFER,vertices,gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(gl.program,'a_Position');
if(a_Position < 0){
console.log('failed to get the storage location of a_Position')
}
//4、分配 将缓存区对象分配给a_Position变量
gl.vertexAttribPointer(a_Position,2,gl.FLOAT,false,0,0);
//5、连接 连接a_Position变量与分配给它的缓存区对象
gl.enableVertexAttribArray(a_Position);
return n;
}
}